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Ribosom

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  1. look at "his" signature lol you guys want to be the center of the next party?
  2. I just tried it. Moved the FO out of the FIST onto the beam. They loose contact when moving away from the vehicle, but regain radio contact as soon as they come to a halt. I am still on version 1.21 by the way.
  3. Are you sure about this? I´m not home ATM to check but I think the american 2 man FO team always has one observer and one radio operator. IIRC units on the move might loose contact with their radio or that PDA thingy but regain it if they are stopped for some time. But I might be mistaken, haven´t played TF Thunder for quite some time.
  4. Modern long-range AT-Weapons use thermal imaging, don´t they? :/
  5. I have the Paradox Version and bought the Britsh Bundle a while ago. IIRC you´ll have to patch it to the version prior to the Marines Module before you install the latter when doing a fresh install, but otherwise it works fine.
  6. Just a quick idea I haven´t really thought through: What about pausing the game every minute just like WEGO to give general orders. Then the game is unpaused you can control the game in RT and take care of the 'hotspots'. Would that work?
  7. Something like the OFP/Arma "X present", "X spotted by Y" etc. triggersystem would be nice.
  8. I don´t get it. Why? When searching for "US Army Bases in America" the first entry is a website where bases from all branches are listed with adress and phone numbers. Hardly classified data.
  9. Not exactly right, the nozzles of the flight motor are angled to the sides. Source On this picture of the TOW-F&F you can see the black nozzle in the side of the missile. Here is another picture of the spike where you can see the nozzle.
  10. Heh, I just played that mission a few hours ago. Nice mission indeed. Though I didn´t have to breach the walls, the artillery barrage took out the walls in the middle and made some good cover for the mgs which supported the troops advancing to the first buildings left and right. I established a firebase there with the first platoon and the other two platoons spread out the either side of the map and advanced slowly in bonding overwatch. The T-90s hidden in the streets were pretty tough. MY SMAWs weren´t really effective (I even scored a hit to the back of a BMP-2 and it was only midly annoyed). I killed 2 T-90s with Abrams tanks and one with an AT-4 to the side. The last one took a lot of punishment from SMAWs and LAWs and the crew panicked and backed off right in to the fire lane of one of my tanks. The Syrians finally surrendered at 10 or 15 minutes left, leaving me with 5 KIA and about a dozen WIA.
  11. Hello everyone! First of all, I´d like to congratulate Battlefront for making such a kickass wargame, and making if even better since the release. Now, I don´t know if this has been brought up before, but are there any plans to make the missions more dynamic from a designers standpoint, maybe in CMSF2? I mean stuff like triggered events (e.g. for AI-Plans: if player does this, enemy does this), ability to call in reeinforcements (and maybe lose victory points if you have to do so), goals that appear during a mission and exit or withdrawal zones where any unit entering the zone is removed from play and points are awarded to the player (e.g. for delay missions where red has to attrite blue and then withdraw). Especially if the mission designer could script enemy behaviour according to the players actions and how the battle is going, then the opponent could be made to act in a more realistic way than the static AI-Plans we have now.
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